The Cyclone Game Engine is a cross-platform 2D/3D game engine built upon MonoGame and the XNA Framework to help make it easier and save time creating games. The engine is still in its infancy stages of development. It is primarily built to serve the needs of Steel Cyclone Studios' game projects. More updates are coming so stay tuned!!!
Introducing the XNA Basic FPS Kit Version 2! This open-source program is based off the XNA 3.1 starter-kit by Hardworker Game Studios which has been converted...
Originally created by David Ang, this updated XNA 4.0 demo showcases a tower defense game where entities (spiders and marines) try to reach a destination...
This open-source program is based off the XNA 3.1 starter-kit by Hardworker Game Studios which has been converted to XNA 4.0. This is an updated version...
Based off the original source code by Catalin Zima, this is a real-time fur effect implemented on a 3D spider model. This source code has been converted...
This open-source program is based off the XNA 3.1 starter-kit by Hardworker Game Studios which has been converted to XNA 4.0. Like its predecessor, this...
Copyrighted and provided by Microsoft, this download contains the XNA Framework installation files to aid game developers with the XNA Framework run-time...
In this example you will learn to create a water for your games. You will create a technique to calculate the reflectionMap and refractionMap scene first...
I have successfully converted the XNA 3.1 Real-Time Reflection example to XNA 4.0. You can find the XNA 3.1 original example from the XNA Community Website...
This is an updated version of the Parallax Occlusion Mapping sample from the XNA Community website on CodePlex. This sample has been updated to XNA 4.0...
JigLibX, which stands for Jiggle Library X, is a C# port of the physics engine "JigLib" specially designed for XNA. I have upgraded the standard XNA 3.1...